FBX Import rig - Messed up

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Old 02 February 2013   #1
FBX Import rig - Messed up

I was importing characters via fbx from Max yesterday and successfully added 4 people, with animation intact. Today, when repeating the task - assigning a *.bip to the character and exporting via fbx - the imported result looks like this;



I thought maybe it was limited to the new character I chose or perhaps the bip file itself.
But applying the same bip to a character that was successfully imported yesterday, now fails.

Does anybody have an opinion as to what may have gone wrong?
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Last edited by ThePriest : 02 February 2013 at 06:19 PM.
 
Old 02 February 2013   #2
At a guess it seems that the bind pose of the mesh is not exporting correctly as the pose of the mesh does not match the pose of the joints. Not sure what would cause that though. Have you tried importing back to the source app and seeing if the same issue shows up?

What you could try if all else fails is importing just a static T-pose of the rig into Cinema, then import each animation and delete the extra meshes that creates. Then use the Retarget tag or Pose Morph tag to transfer the animation from the animated skeleton to the static one which will drive the animation of the T-pose version.

Cheers,
Brian
 
Old 02 February 2013   #3
Importing back into Max is fine, it comes in without issue.

I must have changed a setting along the way without realizing it.

Oh well.
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Old 02 February 2013   #4
Hmmm, well FBX import/export has long been a little buggy in Cinema so it may just be that, it was supposed to be fixed though in R13 if I remember correctly. I use the CD FBX plugin most of the time though as it has more options and I know it works well.

Cheers,
Brian
 
Old 02 February 2013   #5
I tend to avoid fbx whenever possible.

Sadly Alembic export of Max gives me no geometry either.
Oh well. I'll just have to tell the client to live without motion, it was a bad idea anyway.

Thanks.
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Old 02 February 2013   #6
Yup this has been broken for ages - I have reported the bug a few times now.
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Old 02 February 2013   #7
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